U.S. patent number 10,332,334 [Application Number 15/275,079] was granted by the patent office on 2019-06-25 for method of gaming, gaming system and game controller that modify reel strips by adding symbol stacks to symbols predefined for the reel strips.
This patent grant is currently assigned to Aristocrat Technologies Australia Pty Limited. The grantee listed for this patent is Aristocrat Technologies Australia Pty Limited. Invention is credited to T. Grant Bolling, Jr., Kurt Larsen.
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United States Patent |
10,332,334 |
Bolling, Jr. , et
al. |
June 25, 2019 |
Method of gaming, gaming system and game controller that modify
reel strips by adding symbol stacks to symbols predefined for the
reel strips
Abstract
An electronic method of operating a gaming system comprising a
game controller. The method comprises forming, using the game
controller, at least one dynamically generated reel strip by a)
conducting a random determination to select one of a plurality of
different arrangements of a defined number of stacked symbols, each
arrangement dividing the defined number of stacked symbols into a
different number of stacks of the symbol, and b) adding the
selected arrangement to symbols predefined for the respective reel
strip; selecting symbols, using the game controller, from a set of
reel strips including the at least one dynamically generated reel
strip; displaying the selected symbols on the display; and making,
using the game controller, an award if the selected symbols include
one or more winning outcomes.
Inventors: |
Bolling, Jr.; T. Grant
(Maryland Heights, MO), Larsen; Kurt (Las Vegas, NV) |
Applicant: |
Name |
City |
State |
Country |
Type |
Aristocrat Technologies Australia Pty Limited |
North Ryde |
N/A |
AU |
|
|
Assignee: |
Aristocrat Technologies Australia
Pty Limited (AU)
|
Family
ID: |
58406524 |
Appl.
No.: |
15/275,079 |
Filed: |
September 23, 2016 |
Prior Publication Data
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Document
Identifier |
Publication Date |
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US 20170092049 A1 |
Mar 30, 2017 |
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Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
Issue Date |
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62232726 |
Sep 25, 2015 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F
17/3225 (20130101); G07F 17/3213 (20130101); G07F
17/3246 (20130101); G07F 17/3209 (20130101); G07F
17/34 (20130101); G07F 17/3258 (20130101); G07F
17/3267 (20130101); G07F 17/326 (20130101); G07F
17/3251 (20130101); G07F 17/3244 (20130101) |
Current International
Class: |
G07F
17/32 (20060101); G07F 17/34 (20060101) |
References Cited
[Referenced By]
U.S. Patent Documents
Foreign Patent Documents
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2003045520 |
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Jun 2003 |
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WO |
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2007029405 |
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Mar 2007 |
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WO |
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Primary Examiner: Duffy; David
Attorney, Agent or Firm: McAndrews, Held & Malloy,
Ltd.
Parent Case Text
RELATED APPLICATIONS
This application claims priority to U.S. Provisional Patent
Application No. 62/232,726 having a filing date of Sep. 25, 2015,
which is incorporated herein by reference in its entirety.
Claims
The invention claimed is:
1. A method of conducting a game on an electronic gaming system
that includes a player input mechanism, a game controller having a
random number generator, a display, a set of reel strips each
having a number of predefined symbols, and a credit input
mechanism, the method comprising: receiving, with the credit input
mechanism of the electronic gaming system, a physical item
associated with a monetary value to establish a credit balance;
receiving, via the player input mechanism, a wager on the game that
is funded by the credit balance; modifying, via the game
controller, at least one of the reel strips by a) selecting, via
the random number generator, one of a plurality of different
arrangements of a defined number of stacked symbols, each
arrangement dividing the defined number of stacked symbols into a
different number of stacks, and b) adding the selected one
arrangement to the predefined symbols of a respective one of the
reel strips; selecting symbols, via the random number generator,
from the reel strips including the at least one modified reel
strip; displaying the selected symbols on the display; and making,
via the game controller, an award of credits to the credit balance
if the selected symbols include a winning outcome.
2. The method as claimed in claim 1, wherein modifying at least one
of the reels strips further comprises randomly selecting a symbol
for the selected one arrangement of stacked symbols.
3. The method as claimed in claim 2, wherein the randomly selecting
the symbol is performed independently for each reel strip.
4. The method as claimed in claim 1, wherein modifying at least one
of the reel strips further comprises modifying each reel strip.
5. The method as claimed in claim 4, wherein at least one winning
outcome requires portions of an active game area corresponding to
respective ones of a defined number of the reel strips to be filled
by symbols of a stack of symbols.
6. The method as claimed in claim 5, wherein the defined number of
reel strips is all of the reel strips.
7. The method as claimed in claim 1, further comprising selecting,
via the game controller, a height for an active game area from one
of a plurality of different heights of symbol display positions,
and wherein selecting symbols further comprises selecting
sufficient symbols to populate the active game area for the
selected height.
8. The method as claimed in claim 7, and wherein at least some of
the different heights are associated with different awards for
filling portions of the active game area corresponding to
respective ones of a defined number of the reel strips with symbols
of a stack of symbols.
9. The method as claimed in claim 7, further comprising selecting
the height of the active game area in conjunction with the randomly
selecting one of a plurality of the different arrangements of the
defined number of stacked symbols.
10. The method as claimed in claim 9, wherein the randomly
selecting is performed via a weighted table that defines different
combinations of arrangements of stacked symbols and heights of the
active game area.
11. An electronic gaming system comprising: a credit mechanism; a
player interface; a display; and a game controller including a
memory storing reel strips having predefined symbols, the game
controller executing instructions which cause the game controller
to at least: in response to receipt of a physical item representing
a monetary value, establish a credit balance based on the monetary
value of the received physical item; in response to an input
received via the player interface, determine that the credit
balance is sufficient for a wager of a selected wager amount; in
response to a player placing a wager on a game via the player
interface: modify at least one of the reel strips by conducting a
random determination to select one of a plurality of different
arrangements of a defined number of stacked symbols, each
arrangement dividing the defined number of stacked symbols into a
different number of stacks of the symbol, and adding the selected
one arrangement to the predefined symbols of a respective one of
the reel strips; select symbols from the reel strips, including the
at least one modified reel strip; control the display to display
the selected symbols; and make an award of credits to the credit
balance if the selected symbols include a winning outcome.
12. An electronic game controller for a gaming system comprising a
display, a credit mechanism, and a player interface, the electronic
game controller comprising: a memory storing a plurality of reel
strips and a plurality of different arrangements of a defined
number of stacked symbols, each reel strip having predefined
symbols, each arrangement dividing the defined number of stacked
symbols into a different number of stacks; and a processor having a
random number generator, the processor executing instructions which
cause the processor to: in response to receipt of a physical item
representing a monetary value, establish a credit balance based on
the monetary value of the received physical item; in response to an
input received via the player interface, determine that the credit
balance is sufficient for a wager of a selected wager amount; in
response to a player placing a wager on a game via the player
interface, modify at least one of the reel strips by conducting via
the random number generator a random determination to select one of
the plurality of different arrangements of a defined number of
stacked symbols, and adding the selected arrangement to the
predefined symbols for a respective reel strip; select symbols from
the reel strips including the at least one modified reel strip;
control the display to display the selected symbols; and make an
award of credits to the credit balance if the selected symbols
include one or more winning outcomes.
13. A method of conducting a game on an electronic gaming system
comprising a game controller having a random number generator, a
display, a credit mechanism, and a player input mechanism, the
method comprising: receiving, with the credit mechanism of the
electronic gaming system, a physical item associated with a
monetary value and establishing a credit balance; receiving, via
the player input mechanism, a wager on the game that is funded by
the credit balance; selecting, using the game controller, a height
for an active game area from one of a plurality of different
heights, wherein each height corresponds to a defined number of
symbol display positions, wherein at least some of the different
heights are associated with different awards; selecting, via the
random number generator, symbols from a plurality of reel strips to
populate the active game area for the selected height, each reel
strip comprising at least one stack of symbols, each symbol of a
respective stack being the same; displaying the selected symbols in
the active game area on the display; and making, using the game
controller, an award associated with the selected height when
portions of the active game area corresponding to respective ones
of a defined number of the reel strips are filled by symbols of a
stack of symbols.
14. The method as claimed in claim 13, wherein the defined number
of reel strips is all of the reel strips.
15. The method as claimed in claim 13, wherein each stack has a
length that corresponds to a defined number of symbol display
positions, and wherein each reel strip comprises at least one stack
of symbols that is a length in symbol positions that equals a
highest possible height of the active game area.
16. The method as claimed in claim 15, wherein the lengths of the
stacks of symbols are dynamically selected from a set of possible
lengths.
17. The method as claimed in claim 16, wherein a smallest possible
length of the stacks of symbols corresponds to the highest possible
height of the active game area.
18. The method as claimed in claim 16, further comprising selecting
lengths of the stacks of symbols and the height of the active game
area from a weighted table that defines different combinations of
lengths of stacked symbols and heights of the active game area.
19. An electronic gaming system comprising: a credit mechanism; a
player interface; a display; and a game controller executing
instructions which cause the game controller to at least: in
response to receipt of a physical item representing a monetary
value, establish a credit balance based on the monetary value of
the received physical item; in response to an input received via
the player interface, determine that the credit balance is
sufficient for a wager of a selected wager amount; in response to a
player placing a wager on a game via the player interface, select a
height for an active game area from one of a plurality of different
heights of symbol display positions, wherein at least some of the
different heights are associated with different credit awards;
select symbols from a plurality of reel strips to populate the
active game area for the selected height, each reel strip
comprising at least one stack of symbols, each symbol of a
respective stack being identical; control the display to display
the selected symbols in the active game area; and make the credit
award associated with the selected height to the credit balance
when portions of the active game area corresponding to respective
ones of a defined number of the reel strips are filled by symbols
of a stack of symbols.
20. An electronic game controller for a gaming system comprising a
display, a credit mechanism, and a player interface, the electronic
game controller comprising: a memory storing a plurality of
different heights for an active game area, each height
corresponding to a number of rows of display positions on the
display, the memory further storing a plurality of reel strips,
each reel strip including a plurality of defined symbols and at
least one stack of symbols, each symbol of a respective stack being
identical; a processor having a random number generator, the
processor executing instructions which cause the processor to:
select a height for the active game area from the plurality of
different heights for the active game area, wherein at least some
of the different heights are associated with different awards;
select symbols from the plurality of the reel strips via the random
number generator to populate the active game area for the selected
height; control the display to display the selected symbols in the
active game area; and make an award associated with the selected
height when portions of the active game area corresponding to
respective ones of a defined number of the reel strips are filled
by symbols of a stack of symbols.
Description
FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
[Not Applicable]
MICROFICHE/COPYRIGHT REFERENCE
[Not Applicable]
BACKGROUND OF THE INVENTION
Gaming systems are known that employ stacks of symbols--i.e. groups
of the same symbol arranged at contiguous symbol positions on a
reel strip.
A need exists for alternative gaming systems.
BRIEF SUMMARY OF THE INVENTION
In a first aspect, the invention provides an electronic method of
operating a gaming system comprising a game controller, the method
comprising:
forming, using the game controller, at least one dynamically
generated reel strip by a) conducting a random determination to
select one of a plurality of different arrangements of a defined
number of stacked symbols, each arrangement dividing the defined
number of stacked symbols into a different number of stacks of the
symbol, and b) adding the selected arrangement to symbols
predefined for the respective reel strip;
selecting symbols, using the game controller, from a set of reel
strips including the at least one dynamically generated reel
strip;
displaying the selected symbols on the display; and
making, using the game controller, an award if the selected symbols
include one or more winning outcomes.
In an embodiment, the method comprises conducting a random
determination to select a symbol for the stacks of each dynamically
generated reel strip for a set of stack symbols.
In an embodiment, the method comprises forming dynamically
generated reel strips for each of the reel strips.
In an embodiment, the random determination from the set of stack
symbols is performed independently for each reel strip such that
different symbols of the set of stack symbols may be selected for
each of the reel strips.
In an embodiment, at least one of the winning outcomes requires the
portions of the active game area corresponding to respective ones
of a defined number of the reel strips to be filled by symbols of a
stack of symbols.
In an embodiment, the defined number of reel strips is all of the
reel strips.
In an embodiment, the method comprises selecting, using the game
controller, a height for an active game area from one of a
plurality of different heights of symbol display positions, and
wherein said selecting symbols comprises selecting sufficient
symbols to populate the active game area for the current
height.
In an embodiment, at least some of the different heights are
associated with different awards for filling the portions of the
active game area corresponding to respective ones of a defined
number of the reel strips with symbols of a stack of symbols.
In an embodiment, the method comprises selecting the height of the
active game area in conjunction with conducting the random
determination to select one of a plurality of different
arrangements of a defined number of stacked symbols.
In an embodiment, the random determination is performed using a
weighted table that defines different combinations of arrangements
of stacked symbols and heights of the active game area.
In a second aspect, the invention provides an electronic gaming
system comprising:
a display; and
a game controller configured to: form at least one dynamically
generated reel strip by a) conducting a random determination to
select one of a plurality of different arrangements of a defined
number of stacked symbols, each arrangement dividing the defined
number of stacked symbols into a different number of stacks of the
symbol, and b) adding the selected arrangement to symbols
predefined for the respective reel strip; select from a set of reel
strips including the at least one dynamically generated reel strip;
control the display to display the selected symbols; and make an
award if the selected symbols include one or more winning
outcomes.
In a third aspect, the invention provides an electronic game
controller for a gaming system comprising a display, the game
controller comprising:
a reel strip former configured to form at least one dynamically
generated reel strip by a) conducting a random determination to
select one of a plurality of different arrangements of a defined
number of stacked symbols, each arrangement dividing the defined
number of stacked symbols into a different number of stacks of the
symbol, and b) adding the selected arrangement to symbols
predefined for the respective reel strip;
a symbol selector configured to select symbols, using the game
controller, from a set of reel strips including the at least one
dynamically generated reel strip;
a display controller configured to control the display to display
the selected symbols; and
an outcome evaluator configured to make an award if the selected
symbols include one or more winning outcomes.
In a fourth aspect, the invention provides an electronic method of
operating a gaming system comprising a display and a game
controller, the method comprising:
selecting, using the game controller, a height for an active game
area from one of a plurality of different heights of symbol display
positions, wherein at least some of the different heights are
associated with different awards;
selecting, using the game controller, symbols from a plurality of
reel strips to populate the active game area for the current
height, each reel strip comprising at least one stack of symbols,
each symbol of a respective stack being the same;
displaying the selected symbols in active game area on the display;
and
making, using the game controller, an award associated with the
current height when the portions of the active game area
corresponding to respective ones of a defined number of the reel
strips are filled by symbols of a stack of symbols.
In an embodiment, the defined number of reel strips is all of the
reel strips.
In an embodiment, each reel strip comprises at least one stack of
symbols having the same length in symbol display positions as the
highest possible height of the active game area.
In an embodiment, the lengths of the stacks of symbols are
dynamically selected from a set of possible lengths.
In an embodiment, the smallest possible length of the stacks of
symbols corresponds to the highest possible height of the active
game area.
In an embodiment, the method comprises selecting lengths of the
stacks of symbols and the height of the active display area from a
weighted table that defines different combinations of lengths of
stacked symbols and heights of the active game area.
In a fifth aspect, the invention provides a gaming system
comprising:
a display; and
a game controller configured to: select a height for an active game
area from one of a plurality of different heights of symbol display
positions, wherein at least some of the different heights are
associated with different awards; select symbols from a plurality
of reel strips to populate the active game area for the current
height, each reel strip comprising at least one stack of symbols,
each symbol of a respective stack being the same; control the
display to display the selected symbols in active game area; and
make the award associated with the current height when the portions
of the active game area corresponding to respective ones of a
defined number of the reel strips are filled by symbols of a stack
of symbols.
In a sixth aspect, the invention provides an electronic game
controller comprising:
a height selector configured to select a height for an active game
area from one of a plurality of different heights of symbol display
positions, wherein at least some of the different heights are
associated with different awards;
a symbol selector configured to select symbols from a plurality of
reel strips to populate the active game area for the current
height, each reel strip comprising at least one stack of symbols,
each symbol of a respective stack being the same;
a display controller configured to control the display to display
the selected symbols in active game area; and
an outcome evaluator configured to make the award associated with
the current height when the portions of the active game area
corresponding to respective ones of a defined number of the reel
strips are filled by symbols of a stack of symbols.
In a seventh aspect, the invention provides computer program code
which when executed implements the above method.
In an eighth aspect, the invention provides a tangible computer
readable medium comprising the above program code.
BRIEF DESCRIPTION OF SEVERAL VIEWS OF THE DRAWINGS
An exemplary embodiment of the invention will now be described with
reference to the accompanying drawings in which:
FIG. 1 is a block diagram of the core components of a gaming
system;
FIG. 2 is a perspective view of a standalone gaming machine;
FIG. 3 is a block diagram of the functional components of a gaming
machine;
FIG. 4 is a schematic diagram of the functional components of a
memory;
FIG. 5 is a schematic diagram of a network gaming system;
FIG. 6 is a further block diagram of a gaming system;
FIG. 7 is a flow chart of an embodiment;
FIGS. 8A to 8D are exemplary screen shots showing how the game area
changes;
FIG. 9 is a table for selection of heights and stacks; and
FIG. 10 is table for selection of symbols.
DETAILED DESCRIPTION OF THE INVENTION
Referring to the drawings, there is shown a gaming system having a
game controller having components that enable the implementation of
a method of operating a gaming system where, in an embodiment, one
or more reel strips (advantageously all of the reel strips) are
dynamically formed by adding stacked symbols having predefined
symbols. In the embodiment, there are different arrangements of the
stacked symbols where the stacked symbols are divided into stacks
of different lengths. In an embodiment, symbols are selected for
display in an active display area which has a height in symbol
display positions which is randomly determined from a set of
possible heights. In an embodiment, different heights are
associated with different awards that are won when stacks of
symbols fill the active display area. In an advantageous
embodiment, a combination of stacks of different symbols in
different columns of the symbol display area can fill the active
display area.
In advantageous embodiments both the length of the stacks and the
height of display area are randomly determined so as to vary the
probability of an award being made. In an advantageous embodiment,
a weighted table defines combinations of lengths of the reel strips
and the height of the symbol display area.
General Construction of Gaming System
The gaming system can take a number of different forms. In a first
form, a standalone gaming machine is provided wherein all or most
components required for implementing the game are present in a
player operable gaming machine.
In a second form, a distributed architecture is provided wherein
some of the components required for implementing the game are
present in a player operable gaming machine and some of the
components required for implementing the game are located remotely
relative to the gaming machine. For example, a "thick client"
architecture may be used wherein part of the game is executed on a
player operable gaming machine and part of the game is executed
remotely, such as by a gaming server; or a "thin client"
architecture may be used wherein most of the game is executed
remotely such as by a gaming server and a player operable gaming
machine is used only to display audible and/or visible gaming
information to the player and receive gaming inputs from the
player.
However, it will be understood that other arrangements are
envisaged. For example, an architecture may be provided wherein a
gaming machine is networked to a gaming server and the respective
functions of the gaming machine and the gaming server are
selectively modifiable. For example, the gaming system may operate
in standalone gaming machine mode, "thick client" mode or "thin
client" mode depending on the game being played, operating
conditions, and so on. Other variations will be apparent to persons
skilled in the art.
Irrespective of the form, the gaming system has several core
components. At the broadest level, the core components are a player
interface 50 and a game controller 60 as illustrated in FIG. 1. The
player interface is configured to enable manual interaction between
a player and the gaming system and for this purpose includes the
input/output components required for the player to enter
instructions to play the game and observe the game outcomes.
Components of the player interface may vary from embodiment to
embodiment but will typically include a credit mechanism 52 to
enable a player to input credits and receive payouts, one or more
displays 54, a game play mechanism 56 including one or more input
devices that enable a player to input game play instructions (e.g.
to place a wager), and one or more speakers 58.
The game controller 60 is in data communication with the player
interface 50 and typically includes a processor 62 that processes
the game play instructions in accordance with game play rules and
outputs game play outcomes to the display. Typically, the game play
rules are stored as program code in a memory 64 but can also be
hardwired. Herein the term "processor" is used to refer generically
to any device that can process game play instructions in accordance
with game play rules and may include: a microprocessor,
microcontroller, programmable logic device or other computational
device, a general purpose computer (e.g. a PC) or a server. That is
a processor may be provided by any suitable logic circuitry for
receiving inputs, processing them in accordance with instructions
stored in memory and generating outputs (for example on the
display). Such processors are sometimes also referred to as central
processing units (CPUs). Most processors are general purpose units,
however, it is also know to provide a specific purpose processor
using an application specific integrated circuit (ASIC) or a field
programmable gate array (FPGA).
A gaming system in the form of a stand lone gaming machine 10 is
illustrated in FIG. 2. The gaming machine 10 includes a console 12
having a display 14 on which are displayed representations of a
game 16 that can be played by a player. A mid-trim 20 of the gaming
machine 10 houses a bank of buttons 22 for enabling a player to
interact with the gaming machine, in particular during game play.
The mid-trim 20 also houses a credit input mechanism 24 which in
this example includes a coin input chute 24A and a bill collector
24B. Other credit input mechanisms may also be employed which may
receive physical items other than coins or bills, for example, a
Card reader for reading a smart card, debit card or credit card.
Likewise, other credit input mechanisms may be employed for
receiving tickets such that a ticket reader reads tickets having a
value and crediting the player based on the face value of the
ticket. A player marketing module (not shown) having a reading
device may also be provided for the purpose of reading a player
tracking device, for example as part of a loyalty program. The
player tracking device may be in the form of a card, flash drive or
any other portable storage medium capable of being read by the
reading device. In some embodiments, the player marketing module
may provide an additional credit mechanism, either by transferring
credits to the gaming machine from credits stored on the player
tracking device or by transferring credits from a player account in
data communication with the player marketing module that is
accessed in response to insertion of the player tracking
device.
A top box 26 may carry artwork 28, including for example pay tables
and details of bonus awards and other information or images
relating to the game. Further artwork and/or information may be
provided on a front panel 29 of the console 12. A coin tray 30 is
mounted beneath the front panel 29 for dispensing cash payouts from
the gaming machine 10.
The display 14 shown in FIG. 2 is in the form of a liquid crystal
display. The display 14 may any other suitable video display unit,
such as an OLED display. The top box 26 may also include a display,
which may be of the same type as the display 14, or of a different
type.
FIG. 3 shows a block diagram of operative components of a typical
gaming machine which may be the same as or different than the
components of the gaming machine of FIG. 2.
The gaming machine 100 includes a game controller 101 having a
processor 102 mounted on a circuit board. Instructions and data to
control operation of the processor 102 are stored in a memory 103,
which is in data communication with the processor 102. Typically,
the gaming machine 100 will include both volatile and non-volatile
memory and more than one of each type of memory, with such memories
being collectively represented by the memory 103.
The gaming machine has hardware meters 104 for purposes including
ensuring regulatory compliance and monitoring player credit, and an
input/output (I/O) interface 105 for communicating with peripheral
devices of the gaming machine 100. The input/output interface 105
and/or the peripheral devices may be intelligent devices with their
own memory for storing associated instructions and data for use
with the input/output interface or the peripheral devices. A random
number generator module 113 generates random numbers for use by the
processor 102. Persons skilled in the art will appreciate that the
reference to random numbers includes pseudo-random numbers.
In the example shown in FIG. 3, a player interface 120 includes
peripheral devices that communicate with the game controller 101
including one or more displays 106, a touch screen and/or buttons
107 (which provide a game play mechanism), a card and/or ticket
reader 108, a printer 109, a bill acceptor and/or coin input
mechanism 110 and an output mechanism 111 (which causes output of
coins via coin tray 30 or output of a ticket via printer 109, and
the like). Additional hardware may be included as part of the
gaming machine 100, or hardware may be omitted as required for the
specific implementation. For example, while buttons or touch
screens are typically used in gaming machines to allow a player to
place a wager and initiate a play of a game, any input device that
enables the player to input game play instructions may be used. For
example, in some gaming machines a mechanical handle is used to
initiate a play of the game. Persons skilled in the art will also
appreciate that a touch screen can be used to emulate other input
devices, for example, a touch screen can display virtual buttons
which a player can "press" by touching the screen where they are
displayed.
In addition, the gaming machine 100 may include a communications
interface, for example a network card 112. The network card may,
for example, send status information, accounting information or
other information to a bonus controller, central controller, server
or database and receive data or commands from the bonus controller,
central controller, server or database. In embodiments employing a
player marketing module, communications over a network may be via
player marketing module--i.e. the player marketing module may be in
data communication with one or more of the above devices and
communicate with it on behalf of the gaming machine. The network
card may provide value output information, as well, such as credits
or currency information.
FIG. 4 shows a block diagram of the main components of an exemplary
memory 103. The memory 103 includes RAM 103A, EPROM 103B and a mass
storage device 103C. The RAM 103A typically temporarily holds
program files for execution by the processor 102 and related data.
The EPROM 103B may be a boot ROM device and/or may contain some
system or game related code. The mass storage device 103C is
typically used to store game programs, the integrity of which may
be verified and/or authenticated by the processor 102 using
protected code from the EPROM 103B or elsewhere.
It is also possible for the operative components of the gaming
machine 100 to be distributed, for example input/output devices
106, 107, 108, 109, 110, 111 to be provided remotely from the game
controller 101.
FIG. 5 shows a gaming system 200 in accordance with an alternative
embodiment. The gaming system 200 includes a network 201, which for
example may be an Ethernet network. Gaming machines 202, shown
arranged in three banks 203 of two gaming machines 202 in FIG. 5,
are connected to the network 201. The gaming machines 202 provide a
player operable interface and may be the same as the gaming
machines 10,100 shown in FIGS. 2 and 3, or may have simplified
functionality depending on the requirements for implementing game
play. While banks 203 of two gaming machines are illustrated in
FIG. 5, banks of one, three or more gaming machines are also
envisaged.
One or more displays 204 may also be connected to the network 201.
For example, the displays 204 may be associated with one or more
banks 203 of gaming machines. The displays 204 may be used to
display representations associated with game play on the gaming
machines 202, and/or used to display other representations, for
example promotional or informational material.
In a thick client embodiment, game server 205 implements part of
the game played by a player using a gaming machine 202 and the
gaming machine 202 implements part of the game. With this
embodiment, as both the game server and the gaming device implement
part of the game, they collectively provide a game controller. A
database management server 206 may manage storage of game programs
and associated data for downloading or access by the gaming devices
202 in a database 206A. Typically, if the gaming system enables
players to participate in a Jackpot game, a Jackpot server 207 will
be provided to perform accounting functions for the Jackpot game. A
loyalty program server 212 may also be provided.
In a thin client embodiment, game server 205 implements most or all
of the game played by a player using a gaming machine 202 and the
gaming machine 202 essentially provides only the player interface.
With this embodiment, the game server 205 provides the game
controller. The gaming machine will receive player instructions,
pass these to the game server which will process them and return
game play outcomes to the gaming machine for display. In a thin
client embodiment, the gaming machines could be computer terminals,
e.g. PCs running software that provides a player interface operable
using standard computer input and output components. Other
client/server configurations are possible, and further details of a
client/server architecture can be found in WO 2006/052213 and
PCT/SE2006/000559, the disclosures of which are incorporated herein
by reference.
Servers are also typically provided to assist in the administration
of the gaming network 200, including for example a gaming floor
management server 208, and a licensing server 209 to monitor the
use of licenses relating to particular games. An administrator
terminal 210 is provided to allow an administrator to run the
network 201 and the devices connected to the network.
The gaming system 200 may communicate with other gaming systems,
other local networks, for example a corporate network, and/or a
wide area network such as the Internet, for example through a
firewall 211.
Persons skilled in the art will appreciate that in accordance with
known techniques, functionality at the server side of the network
may be distributed over a plurality of different computers. For
example, elements may be run as a single "engine" on one server or
a separate server may be provided. For example, the game server 205
could run a random generator engine. Alternatively, a separate
random number generator server could be provided. Further, persons
skilled in the art will appreciate that a plurality of game servers
could be provided to run different games or a single game server
may run a plurality of different games as required by the
terminals.
Further Details of the Gaming System
The player operates the game play mechanism 56 (FIG. 1) to specify
a wager which will be evaluated for this play of the game in accord
with credit input made via credit input mechanism 52 which may
establish a credit balance. The credit balance may increase and
decrease based on wager input, awards of the game, etc. Game play
mechanism 56 is also operated by the player to and initiate a play
of the game. Persons skilled in the art will appreciate that a
player's wager can be varied from game to game dependent on player
selections. In most spinning reel games, it is typical for the
player's wager to be made up of a selection as to how the game
outcome will be evaluated by specifying what parts of the game
outcome will qualify for winning outcomes and a multiplier that
will apply to each winning outcome. For example, a player's wager
may be based on how many lines the player plays in each game--e.g.
a minimum of one line up to the maximum number of lines allowed by
the game (noting that not all permutations of win lines may be
available for selection) and an amount per line--e.g. one, two or
five credits. Winning outcomes on an activated win line may be
evaluated based on a pay table that specifies the amount awarded
for a one credit per line wager multiplied by the amount wagered
per line.
Such win lines are typically formed by a combination of symbol
display positions, one from each reel, the symbol display positions
being located relative to one another such that they form a
line.
In many games, the gaming machine may award winning outcomes which
are not strictly limited to the lines they have selected, for
example, "scatter" pays are awarded independently of a player's
selection of pay lines.
Persons skilled in the art will appreciate that in other
embodiments, the player may select a number of reels to play. Games
of this type are marketed under the trade name "Reel Power" by
Aristocrat Leisure Industries Pty Ltd and are also known as "ways"
to win games. The selection of the reel means that each displayed
symbol of the reel can be substituted for a symbol at one or more
designated display positions. In other words, all symbols displayed
at symbol display positions corresponding to a selected reel can be
used to form symbol combinations with symbols displayed at a
designated, symbol display positions of the other reels. For
example, if there are five reels and three symbol display positions
for each reel such that the symbol display positions comprise three
rows of five symbol display positions, the symbols displayed in the
center row are used for non-selected reels. As a result, the total
number of ways to win is determined by multiplying the number of
active display positions of each of the reels, the active display
positions being all display positions of each selected reel and the
designated display position of the non-selected reels. As a result,
for five reels and fifteen display positions there are 243 ways to
win.
In FIG. 6, the processor 62 of game controller 60 is shown
implementing a number of modules based on program code and data
stored in memory 64. Persons skilled in the art will appreciate
that one or more of the modules could be implemented in some other
way, for example by a dedicated circuit.
The outcome generator 622 is configured to form reel strips
dynamically during each play of the game by determining an
arrangement of stacks of symbols to be added to predefined base
reel strips. That is, each time a player places a fresh wager, one
or more reel strips are dynamically formed by adding stacks of
symbols to base reel strips. In this embodiment, the outcome
generator 622 is also configured to determine a height for the
displayed game play area that will be active in a current game. In
the embodiment, the height of the displayed game area (in terms of
the number of rows of symbols displayed) and the length of stacks
(in terms of the number of symbols in a stack) are selected from a
single, co-dependent weighted table in order to allow design of a
game in which occurrences of long stacks and increases in game
height both occur relatively frequently. To this end, the outcome
generator 622 includes a stacked symbol arrangement and height
selector 622A which selects one of a combination of game area
heights (e.g., in terms of rows in an array) and stack length
arrangements (e.g., in terms of the number of symbols in the stack)
from a weighted table 642.
In this embodiment, the game area defines the number of symbol
display positions that will be displayed in a particular play of
the game on display 54. The game play area has a number of columns
corresponding to respective ones of a plurality of reel strips. In
one example, shown in FIG. 8A, there are five columns of symbol
display positions 821, 822, 823, 824 and 825. The symbol display
positions are arranged in a rectangular array (a 5.times.5 array)
with five rows of symbol display positions. This is one example of
a lowest number of rows, as shown in FIG. 8A. Accordingly, it will
be appreciated that if there are five rows, the height of the
active game area is five symbol positions high.
In one example, shown in FIGS. 8A to 8D there are four possible
different heights of the active game play area, i.e., five symbol
positions high, six symbol positions high, seven symbol positions
high and eight symbol positions high, shown in FIGS. 8A to 8D
respectively. In one example, there are also four possible
different arrangements of stacks. In the embodiment, each
arrangement of stacks is formed by dividing a defined number of
stacked symbols into different numbers of stacks of the symbol. In
one example, there are forty-eight symbols that are added to each
of the five reels in particular stack arrangements.
In this respect, symbol data 641 defines base reel strips 641A
which are comprised of a number of predefined symbols (e.g., 35
symbols) to which arrangements of stacked symbols will be added.
The base reel strips 641A also define the positions at which the
stacks of symbols will be inserted, e.g., at any one of the reel
positions, e.g., at 35 different locations between the 35 base
symbols on a reel. Alternatively, the positions at which stacks may
be inserted may be less than 35 and be predefined positions. In one
example, 48 symbols are inserted into each reel and there are four
possible arrangements of symbols: (1) two stacks which are 24
symbols long, (2) three stacks which are 16 symbols long, (3) four
stacks which are 12 symbols long, and (4) six stacks which are 8
symbols long. In this example, while each stack arrangement of a
specific reel will have the same number of stacked symbols, a
different number of stacked symbols 641B may be selected for
different reels. In this embodiment of the invention, the same
arrangement of stacked symbols is applied to each reel.
The outcome generator has a stacked symbol selector 622C which
obtains a number from random number generator 621 in order to
select one (e.g., a Batman symbol) of a plurality of stackable
symbols 641B (e.g., a Batman symbol, a Robin symbol a Batgirl
symbol and a Catwoman symbol) to be added to the individual reels
821-825. The stackable symbols 641B are a subset of the base game
symbols used during play of the game.
It will be appreciated that in an alternate embodiment, a single
weighted table could be employed which defines not only the
arrangement of stacks and the height of the game area but also
which symbols will be added in stacks and into which reels.
In the embodiment, once the stacked symbol arrangement and height
selector 622A has selected the stacked symbol arrangement and the
active game area height, and the stacked symbol selector 622C has
selected the stacked symbols for the respective reels, the reel
strip former 622D combines these selections with a base reel strip
641A to form a reel strip 641C.
It will be appreciated that the particular approach of separately
selecting stacked symbols for all of the reels allows for an
advantageous award making technique in gaming systems of
embodiments of the invention as described in further detail below.
However, in other embodiments, less than all of the reels could
have stacks of symbols added or the same symbol could be added to
all of the reels.
Once the reel strips are formed, a symbol selector 622B selects
symbols from the formed reel strips 641C using random number
generator 621. The selected symbols are advised to the display
controller 624 which causes them to be displayed on display 54 at a
set of display positions.
One example of selecting symbols is for the symbol selector 622B to
select symbols from the formed reel strips 641C corresponding to
respective ones of a plurality of spinning reels. The formed reel
strips 641C specify a sequence of symbols for each reel. In an
embodiment, the symbol selector 622B selects the symbols for
display by selecting a reel stopping position in the sequence. It
is known to use a probability table stored in memory 64 to vary the
odds of a particular reel stop position being selected. Other
techniques can be used to control the odds of particular outcomes
occurring to thereby control the return to player of the game.
Once symbols are selected (for display), they are evaluated in
order to determine whether they include any winning outcomes. For
example, in FIG. 8A, there is shown a winning combination 831 which
is highlighted in the selected symbols. Another winning outcome 832
is highlighted in FIG. 8D. These evaluations are made by outcome
evaluator 623 based on the pay table 643 which defines the winning
outcomes and associated awards. In some embodiments, the outcome
evaluator 623 also determines whether the active game area for the
current height is completely populated by symbols from the stacks
of symbols and makes an award of a progressive feature game as
described in further detail below.
In this respect, referring to FIGS. 8A-8D there are shown a
plurality of screen shots 800A to 800D of a game with the active
game area in a number of different states. In each of the screen
shots, the symbols are displayed in five columns 821, 822, 823, 824
and 825 of symbol display positions. FIGS. 8A-8D show four
different heights of the active game play area. In FIG. 8A, the
active game play area 861 is five symbol positions high. In FIG.
8B, the active game play area 862 is six symbol positions high. In
FIG. 8C, the active game play area 863 is seven symbol positions
high. In FIG. 8D, the active game play area 864 is eight symbol
positions high.
In the example, there are four progressive jackpot prizes, a Batman
jackpot 811, a Batgirl jackpot 812, a Catwoman jackpot 813, and a
Robin jackpot 814. In the example, an award of a progressive
feature from which these jackpots can be won is linked to the
current height of the active game play area. Thus, the height of
the active game area is part of an indication to which progressive
jackpot is currently available.
In FIG. 8A, where the height is five symbols high, the Robin
progressive jackpot 814 can be triggered as further indicated by
the word Robin 871 being placed alongside the game play area. In
FIG. 8B, the Catwoman progressive jackpot 813 is available as
additionally indicated by the word Catwoman 872. In FIG. 8C, the
Batgirl progressive jackpot 812 is available as additionally
indicated by the message Batgirl 873. In FIG. 8D, the Batman
progressive jackpot 811 is available as additionally indicated by
the word Batman 874.
Thus, advantageously, the height of the active game play area
861-864 indicates the available progressive feature. While in this
example, a separate progressive feature is carried out by the
progressive feature controller 622E in order to determine whether
to award a current value of the respective progressive jackpot
prize 811-814, and hence this is what is awarded. In another
embodiment, the progressive prize could be awarded directly without
a feature game.
In this respect, in embodiments of the invention, the award
criterion is that a defined number of columns of symbol display
positions (advantageously all of the columns) are filled with a
stack of symbols irrespective of whether different symbols provide
the stack in different columns. For example, referring to FIG. 8B,
it will be apparent that there is a stack 852 of Robin symbols
filling the first column 821 and stacks 853, 854 of Batgirl symbols
filling columns 822 and 823. Both Robin and Batgirl stacks count
towards an award in embodiments of the invention, even though they
are different. In other of the Figures, stacks of other stackable
symbols such as Catwoman symbols 851 and Batman symbols 855 are
shown filling an entire column.
As indicated above, in an advantageous embodiment of the invention,
it is a requirement that all of the portions of the active game
area that correspond to respective ones in different reels are
filled with stacks of symbols for there to be an award by outcome
evaluator 623, however, the individual symbols of different stacks
may be different. In other embodiments, it may be sufficient that a
smaller number of portions of the game play area are filled by
stacks, for example, the three filled columns of the game play area
shown in FIG. 8B or 8D.
It will be appreciated that the combination of the arrangement of
stacked symbols in terms of their length and the height of the area
controls the probability of a progressive feature award being made.
For example, with an area height of eight rows, symbol stacks of 24
symbols are more likely to fill an entire column of the area array
than a symbol stack of 8 symbols The stacks when added to the 35
base symbols are preferably spread apart as much as possible. With
six stacks, a stack may be placed every six symbols except the last
being placed after 5 symbols.
Referring again to FIG. 6, FIG. 6 shows that the progressive prizes
645 are stored in memory 64 of the gaming system. They are then
awarded from the progressive feature by progressive feature
controller 622E as described above. Any award of a prize is added
to the meters 644. In this respect, FIGS. 8A to 8D show a bet meter
841, a win meter 842, and a credit meter 843. Typically, a win will
be awarded to a win meter; however, in some embodiments, an award
of above a certain size may be awarded directly to the credit meter
to prevent it being used in any gamble feature that forms part of
the game. In other embodiments, the progressive prizes could be
part of a link game in which a number of different gaming machines
compete to win the same prize. For example, a bank of four gaming
machines may have a common link controller. The weight column in
table 901 has a weight indicated at each of the 16 height/stack
arrangements (although the grayed-out portions show a "2" as the
weight merely for exemplary purposes).
The following table is an example different than FIG. 10 in which
patterns and their weights are shown without use of numbers with
symbol names.
TABLE-US-00001 Symbol insertion: Reel 1 Reel 2 Reel 3 Reel 4 Reel 5
Weight R1 Batgirl R1 Batgirl R1 5 R2 R2 Robin Robin Robin 6 R1 R1
R1 R1 Catwoman 4 R2 R2 R1 R1 Batman 5
The table above shows, in its far right column, a total weight of
20 (5+6+4+5=20). Thus, the first row indicates a weight of 5 in the
far right column, meaning that 5 out of 20, or 25% of the time, on
any given spin it is likely that (as shown in row 1) symbol R1 will
be inserted into reels 1, 3 and 5 while simultaneously "Batgirl"
will be inserted into reels 2 and 4. As will suggest itself, other
forms of tables may be used for weighted symbol insertion.
Referring to FIG. 7, there is shown a method 700 of the embodiment.
At step 705, a wager is received and a player initiates a play of
the game. At step 710, a height-and-symbol arrangement is selected
from a weighted table 642 of combinations of game area heights and
stack length arrangements. An example table 901 of the table 642 is
shown in FIG. 9. Four different reel heights (5 rows, 6 rows, 7
rows, 8 rows) are shown together with the number of stacks
available for each reel height, i.e., sixteen different selections
are available for random selection. However, each selection may be
weighted. A reel height of five and number of stacks of six is
shown with a weight of 1; whereas, a reel height of seven with
three stacks is shown with a weight of 4. Thus, there is four times
the chance of randomly selecting the reel height of seven and three
stacks as there is in randomly selecting the reel height of five
with six stacks. The weight column in table 901 has a weight
associated with each of the 16 height/stack arrangements (although
only two weights are shown in FIG. 9).
Referring again to FIG. 7, at step 715, a symbol is selected to be
stacked for each reel. As shown in FIG. 10, a table 1001
illustrates ten different symbols 1003 that may be selected. Each
symbol 1003 is associated with a single number 0 through 9 in a set
1005. A single number 0 through 9 is randomly selected for
indicating its associated symbol 1003 for selection. In the
embodiment, the selected symbol 1003 is the only symbol that occurs
in each of the symbol stacks for one reel.
Referring again to FIG. 7, at step 720, the reels are formed. At
step 725, the symbol selector 622B then selects the symbols for the
game, e.g., by spinning and stopping the reels for display in the
current game area.
At step 730, the outcome evaluator 623 evaluates the symbols
selected at step 725 against the pay table. Also, evaluator 623
determines whether the stacks in the selected displayed symbols
fill all symbol positions of a defined number of reels. For
example, where three of the five reels only contain stacks,
evaluator 623 may be configured to require one, two or three reels
to only contain stacks. The outcome evaluator 623 awards the
progressive feature from which the player may win the progressive
corresponding to the current height, at step 740. The method then
involves conducting the progressive feature game (e.g., a
pick-a-box game where the player has a defined number of picks to
find a jackpot awarding symbol) and upon the progressive being won,
at step 750, the progressive prize is awarded at step 755. The
method ends at step 760.
In some embodiments, an eligibility criterion may be applied in
order for the player to be eligible for stacks of symbols to be
added and/or for the game area to change height. For example, the
player may be eligible based on the player making a certain sized
wager, making an ante bet, selecting all win lines, playing
sufficient games, or that the player is a member of a loyalty
program.
Thus, at the start of each spin, the reels will be changed by
inserting stacks of repeated symbols into the reels at semi-random
points along the reels. It is a semi-random insertion in that the
first position is randomly chosen and the following positions are
chosen to maximize the distance between stacks on the reel. The
lengths of these insertions are the same from reel to reel, but not
from spin to spin. That is, at each spin the length of stacks is
randomly selected. The symbols being inserted may also change from
reel to reel and spin to spin.
The position of insertion, the symbols inserted, and number of
occurrences of that symbol, are determined in three steps.
Initially, the particular symbol to be inserted into each reel at
the insertion point is randomly determined, for example using a
table 1001 (FIG. 10). Next, the game height and the length of the
stacks being inserted is randomly selected, for example, using
table 901 (FIG. 9). The height and stack size are determined
simultaneously by a single selection from a weighted table. In the
embodiment, forty-eight symbols will always be inserted on a given
reel and they will be: two stacks of 24, three stacks of 16, four
stacks of 12 or six stacks of 8. Next, a random starting insertion
point is determined on each reel. All points on the reel are
equally likely to be determined. From the starting insertion point,
the reel is divided into a number of approximately equal sections
with said number being equal to the number of stacks determined to
be inserted. For example, reel 1 has a length of 35 symbols. A
random number between 0 and 34 (inclusive) is generated. For
example, the number 11 is generated. Then, if 4 stacks of 12
symbols high were determined, then preferred insertion points would
be: 11, 20, 29 and 2.
Next a check is performed to determine whether the insertion points
are allowed. A stack of a given symbol cannot be inserted next to
the same symbol. If, in our current example, the symbols to be
inserted between points 11 and 12 match the base symbol located at
point 12, the stack would be moved for insertion between points 10
and 11. If the symbols to be inserted between points 11 and 12
match the base symbol located at point 11, the stack would be moved
for insertion between points 12 and 13. This adjustment does not
change the preferred placement between points 20 and 21 for
insertion at point 20, but this position, too, must be checked in
the same manner so as not to insert the stack next to the same
symbol.
Persons skilled in the art will appreciate that rather than a
progressive feature game from which a progressive prize can be won,
the filling of columns with stacks of symbols can be used to
trigger some other form of feature game. A feature game involves
some additional elements of game play which usually only occurs
when a trigger condition is met (in this case based on stacks
filling the game play area). Types of feature games include: those
where a series of free game events are awarded such as free games
or re-spins (where some reels are held while others are re-spun);
games where the symbols on the reel are changed; and "second
screen" games where game play is totally different to the base
game, for example where the player makes selections in a "pick a
box type" game. Further, the progressive feature need not be the
only feature game.
Typically, a winning outcome will result in some forms of awards
being made such as an award of credits. Such an award may never
actually be physically received by a player. For example, many
gaming systems provide a player with a double or nothing gamble
feature, where the player can double or forfeit their credits
before commencing another play of the game or cashing out. Further,
as credits are fungible, once credits have been added to the credit
meter it is not possible to distinguish between credits which exist
because the player has input cash or the like and credits resulting
from an award.
Further aspects of the method will be apparent from the above
description of the system. It will be appreciated that at least
part of the method will be implemented electronically, for example,
digitally by a processor executing program code such as in the
above description of a game controller. In this respect, in the
above description certain steps are described as being carried out
by a processor of a gaming system, it will be appreciated that such
steps will often require a number of sub-steps to be carried out
for the steps to be implemented electronically, for example due to
hardware or programming limitations. For example, to carry out a
step such as evaluating, determining or selecting, a processor may
need to compute several values and compare those values.
Example
In an example of an embodiment of the invention, the method of
operating a gaming system involves:
1) Inserting stacks of varying length;
2) Varying the height of the game play area of varying height;
3) Requiring that the game area be filled with stacks to trigger
the award of progressive jackpot prizes; and
4) Using the game height to both indicate and determine which
Progressive is eligible.
In the example, the choice of symbols to be inserted onto the reels
is made by the game controller using weighted tables of symbol
combinations. In this way, the stacked symbols are placed into the
game in a random manner. In one example, there are 35 fixed symbols
on each reel. 48 symbols will be inserted into each of those reels
to dynamically form the reel. By a random determination, they will
be placed as one of the following: 2 stacks 24 symbols long, 3
stacks of 16 symbols, 4 stacks of 12 symbols, or 6 stacks of 8
symbols. Controlling the height of the stacks allows control of the
probability of stopping the reel with the active game area filled
with the same symbol. For example, for a game play area of height 8
symbol display positions (the maximum height of the game play area
in this example), it is much less likely to fill with stacks of
length 8 than it is with stacks of length 24. In this example, the
weighted table is arranged such that different symbols of the
symbols that can be stacked can be selected for each reel.
The gaming system indicates an "Active Progressive Level" by means
of an "Active Game Height". Simply stated, the Active Game Height
dictates the eligible progressive level for this spin of the base
game. That is, there is a different progressive prize associated
with each of the heights, with the highest progressive prize
associated with the highest height and the lowest prize associated
with the lowest height. Prior to the actual spin, all game heights
and all levels of the Progressive are possible. In the example,
after the start of the spin, if the game is only 5 symbol positions
tall, only the lowest level of the 4 level Progressive is possible.
Similarly, a 6 high game has the possibility of awarding the 2nd
smallest progressive, and so forth for the next two levels.
The Progressive Feature is triggered (awarded) when the active game
area of each reel (individually) is filled with the same symbol.
That is, filling the active game area is a winning outcome that
results in the award of the Feature. While in the example, the
award is the conduct of a Progressive Feature which may or may not
result in the award of the progressive prize, in other examples, an
award (e.g. in credits) may be made directly in response to filling
the active game area.
In the example, the active game area of each reel is individually
filled in the sense that different symbols may fill each reel. To
clarify, if the active game area of reel 1 is filled with symbol A,
reel 2 filled with symbol B, reel 3 filled with symbol C, reel 4
filled with symbol D, and reel 5 filled with symbol E, the
Progressive Feature tied to the current Game Height will be
triggered. The symbols on reel 1 do not have to match those on reel
2. This is advantageous because in most stacking games, the player
loses interest as soon as they see non-differing stacked symbols on
reels 1 and 2, whereas in the present method the player can still
achieve a win in this circumstances.
In the example, the Game Height and Stack Length are selected from
a single, co-dependent weighted table. This is advantageous because
if the stack length and the game height were determined
independently, it would be necessary to greatly limit both the
occurrences of long stacks and the increases in game height. By
making it more likely that the largest game height and the shortest
stacks appear together, it is possible to show more games of
maximum height without over paying.
As indicated above, the method may be embodied in program code. The
program code could be supplied in a number of ways, for example on
a tangible computer readable storage medium, such as a disc or a
memory device, e.g. an EEPROM, (for example, that could replace
part of memory 103) or as a data signal (for example, by
transmitting it from a server). Further different parts of the
program code can be executed by different devices, for example in a
client server relationship. Persons skilled in the art will
appreciate that program code provides a series of instructions
executable by the processor.
It will be understood to persons skilled in the art of the
invention that many modifications may be made without departing
from the spirit and scope of the invention, in particular it will
be apparent that certain features of embodiments of the invention
can be employed to form further embodiments.
It is to be understood that, if any prior art is referred to
herein, such reference does not constitute an admission that the
prior art forms a part of the common general knowledge in the art
in any country.
In the claims which follow and in the preceding description of the
invention, except where the context requires otherwise due to
express language or necessary implication, the word "comprise" or
variations such as "comprises" or "comprising" is used in an
inclusive sense, i.e. to specify the presence of the stated
features but not to preclude the presence or addition of further
features in various embodiments of the invention.
* * * * *